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Tinto Talks #35 | 10/30 列强与霸权

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Hello everyone and welcome to another Tinto Talks, as it's a Happy Wednesday, the day of the week where we spill information about our super-mega-fantastically-secret game with the code name of Project Caesar.
今天要讨论的主题是三个关联性很强的系统:国家等级、列强和霸权。
Today we’ll talk about three relatively related topics, relating to Country Ranks, Great Powers and Hegemonies.

国家等级 Country Ranks

在「凯撒计划」中,国家可以有四个等级,这更类似于 EU4 而非 IR ,因为国家等级的提升需要玩家主动操作。这些等级不仅决定了一个国家可用的机制,还会让玩家更有沉浸感,比如说会改变国家的名号。
There are four ranks that countries can have in Project Caesar. It is more similar to EU4 than Imperator in that changing country ranks is something you actively do on your own. Besides having various rules on what a country can do, they also give some benefits, and rather importantly to the player experience, they impact what the countries are called.
这个系统支持在同一等级下设计多种称号类型,所以MOD制作者可以自定义添加多种“公爵”级别的变体。
The code supports multiple types of ranks at the same level, so modders could in theory add dozens of variants of a duchy rank if they so desire.
游戏的默认等级是伯爵等级,除了特别设定为其他等级的国家,所有国家初始时都为伯爵。
The default rank is the County Rank, which all countries default to, unless set up to be something else.
比伯爵高一级的是公爵等级,允许对其他国家保证独立,并提高一些外交能力和力量投射。这一级别的例子有布列塔尼公国和立陶宛公国。要从伯爵晋升为公爵,需要拥有至少10万人口的主流文化群体(当然前提是不能隶属于禁止等级变更的国际组织)。
The first rank above that is the Duchy Rank, where you can now guarantee other countries, and a little bit higher diplomatic capacity and power projection. Countries that start on this level include the Duchy of Brittany or the Duchy of Lithuania. To be able to upgrade from a county to a duchy, you can not be in any International Organizations that disallow rank changes, but you also need at least 100,000 pops of your primary culture.
再高一级是王国等级,需要100万人口的主流文化群体,并提供更大的外交范围和其他能力,例子有瑞典王国和德里苏丹国。
The next rank above that is the Kingdom Rank, which requires 1 million pops of your primary culture and gives a larger diplomatic range and other abilities. This includes countries like the Kingdom of Sweden and the Sultanate of Delhi
最高、也是最难达到的是帝国等级,允许更广泛的外交行为和其他机制。游戏开始时,欧洲只有一个帝国——东罗马帝国。一个国家必须先成为列强才能晋升为帝国(天主教国家在未经教皇同意的情况下自行称帝有特殊的限制)。
The final rank, the Empire Rank, which is the hardest to promote to, allows for a wider variety of diplomatic actions, and other abilities. At the start of the game there is only one Empire in Europe though, the Eastern Roman one. A country must become a Great Power before they are able to attain this rank, and there are special restrictions on Catholic countries from pretending to be emperors without the Pope’s permission.
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是的,只有大约380名普鲁士人居住的利沃尼亚骑士团在这方面的确面临一些挑战……
Yeah, Livonian Order with about 380 Prussians has a bit of a challenge here..

列强 Great Powers

列强是指那些凭借进步、人口、领土、发展度等因素而成为世界最强势力的国家,这样的国家可以凭借自身的强大实力影响他国事务。
A great power is a country that through advances, population, land area, development, and other factors has risen to be one of the most powerful countries in the world, and as such gains the ability to influence other countries simply by throwing its weight around.
游戏中得分最高的几个国家将被设定为列强,而附庸国和正在为独立而战的国家不能成为列强。
The countries with the highest great power score become great powers. Subjects and countries fighting for their independence may not become Great Powers.
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你或许已经预期到这些国家在1337年会成为列强,对吧?
The countries you’d perhaps expect to be Great Powers in 1337 right?
目前,列强的数量设定为八个,但我们并不十分满意。我们一直考虑是否应该使这一数目随时代而变化,或者通过设定一个分数阈值来调整。此外,我们也在探讨区域强国的机制,其中面临的一个困难是如何更好的定义地理区域的范围。
Currently there are always eight different countries that are the Great Powers, but this is not a design we are 100% satisfied with. We have been talking about making the amount variable per age, or by using a threshold. We’ve also talked about mechanics for regional powers, but all designs so far have some severe drawbacks, for example how we would define the geographical area to make it feel good.
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成为列强终究会带来一些优势……
There are some advantages to being a Great Power after all…

霸权 Hegemony

这一机制也源自EU4「皇帝」DLC,但在「凯撒计划」中成为基础内容。在EU4中,这是一个后期游戏机制,会让最具统治力的国家互相对抗。由于出现得较晚,大多数玩家几乎看不到这一机制,即便在单人模式中见到,它也只是一个让已经赢得游戏的玩家更加强大的工具。
This is another feature that was introduced in the ‘Emperor’ DLC for EU4, but here will be a part of the base game. In that game this was a late game mechanic that would pit the most dominant countries against each other. This created a mechanic that most people never saw, and if they saw it in single-player, it was merely a tool to make the player even more powerful when he had already won the game.
然而,在这个游戏中,霸权机制会通过地理大发现时代的进步解锁。
In this game, however, the Hegemony mechanics unlock through an advance in the Age of Discovery.
当前游戏中有三种类型的霸权:军事霸权、海军霸权和经济霸权。每个国家只能选择其中一种。未来可能会增加“文化霸权”,而且这几周我们将展示更多与文化相关的系统。
We currently have three types of hegemony, Military, Navy and Economic, in the game, similar to EU4, and you can only be one type of Hegemony at the same time. We could be open to adding maybe a Cultural Hegemony as well, as the next few weeks Tinto Talks will show things about Culture-related systems.
要宣告霸权,首先需要成为列强,并在陆军实力、海军实力或经济上超越其他强国。一旦宣告成功,你将获得奖励,而且这些奖励会随着霸权持续时间的增加而变得更强。
To proclaim a Hegemony you need to be a Great Power, and then have a bigger army, navy or economy than all other great powers. After you proclaim it, you get a bonus where most of it scales with how long you have held the hegemony.
游戏中获取战争借口并非总是易事,而对霸主宣战则是一个例外——如果你不是霸主,可以随时制造一个对霸主宣战的战争理由。
In a game where a casus belli is not always easy to get, the fact that you can always create a Casus Belli on any hegemon, if you are not one yourself, can be beneficial.
如果霸主在战争中失败,霸权将被剥夺。
If you ever lose a war as a hegemon, you will lose your hegemony.
以及,请你记得,失去霸权地位会降低你的威望和外交声誉。
And remember, if you lose your hegemony, your prestige and diplomatic reputation will suffer.
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这个机制挺有趣的……
This one is kind of fun to have..

下周,我们将带来「凯撒计划」第一篇关于新文化机制的开发日志,敬请期待
Stay tuned, as next week, we will do the first development diary about our new cultural mechanics in Project Caesar.
 
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